Attronarch's Athenaeum

Campaign journals, reviews of TTRPG stuff, and musings on D&D.

Adventurers

Character Class Description
Rashomon Elf level 2 A dangerous looking elf.
Llyfed Elf level 3 Thin and balding elf whom also happens to be Rashomon's friend.
Nolmbork Dwarf level 2 Portly, bald, red bearded, with an epic nose. On a mission to have a drink in every settlement in Wilderlands.
Orist Elf level 1 An elf.
Derennan Dwarf level 3 A dwarf hailing from Western Wastes.
Rah Cleric level 2 A follower of Molna, God of Travellers, whom has an opinion about everything.

Gloomfrost 4th, Fireday

“Cursed?! Of course it is cursed, the damned thing is called “Doomed!” What else would it be?! YOU KNEW THAT AND YOU TOOK IT ANYWAY?!”

Tangay's mocking tone still rang true in Rashomon's ears. To add insult to injury, the word has spread Hara like wildfire. Not only has the elf become laughingstock of everyone at the Wizards' Guild, but also of commoners as well. It seemed like everyone snickered and giggled at Rashomon.

Mavis the Magnificent, Poseidon's High Priestess, whom is capable of raising dead is most certainly capable of removing curses as well. Prayers to the God of Sea weren't sufficient—a donation of 4 500 gp is required as well.

So here he was, back at the den, with Llyfed, Nolmbork, Orist, Derennan, and Rah, newly recruited human cleric. They spotted a gang of dog-headed humanoids descending into the dungeon the night before.

Now it was their turn to go down.

Corpses from the entrance chamber were gone.

The party turned left, left at the junction, and then broke into the chamber they've been passing until now. Stench of death permeated the room. Six maggot-infested goblin corpses were strewn about the chamber. Party closed the doors and moved down the corridor, took another left turn, and through yet another doors.

“Huh?”

A twenty by twenty feet bare chamber with a plate-sized hole in the center and doors on the opposite side. Peeking through the doors revealed four large interlinked circles carved into the north wall. After deploying a number of safety precautions, the party traversed the room without any loss.

Now they entered into the many-doored chamber they've been to before—the one with a painting of robed man reading many books at once. Derennan ordered the painting to be wrapped and taken to identification in Hara.

Pushing on, adventurers found themselves in yet another long corridor. Darkness to the left, darkness to the right; left one seemed more attractive. Another t-shaped junction, splitting right and forward.

“Let's check doors to the right.”

They too were stuck; nothing that these strong folk couldn't get unstuck. But not before failing once first.

“Goblins!”

With neither side surprised, and both sides charging towards each other, they clashed in the middle of the chamber. A funny looking goblin with a green pointy hat, and amateurishly painted mail armour, stood in the center, barking some incomprehensible words and waving a rod-like object.

Nolmbork, in his great excitement to slay some goblins, had drawn the sword so quickly he nicked his own throat, nearly decapitating himself. Weren't it for Rah, the dwarf would've most certainly died there and then.

Illustrated by kickmaniac

Brutal skirmish did not last long. Rashomon had slain one, Nolmbork two after he had recovered, Llyfed one, and Derennan had beheaded the one with pointy hat. They left one alive for some interrogation.

This was a filthy chamber, with some pilled rocks in the corner pretending to be an altar to the goblins' god of hunt.

“What lies to the south, beyond the doors?!”

“To the west is our treasure room and to the south is death!”

“What do you mean?”

“There are a bunch of pools, and if you drink from any you dieee!”

“Open the doors for us!”

“Oh, are these mighty, heavily armoured and armed adventurers so cowardly to be afraid of opening the doors for themselves?”

They executed him after he opened the doors.

Orist noticed secret doors in the northwest portion of the chamber. Pushing them open revealed a room nearly twice as big compared to the one they were in.

Three large chests were lined by the north wall. Leftmost one was closed without obvious lock, middle one was smashed open, and the rightmost one was closed with a large padlock.

Careful inspection revealed very little. By now, the wise adventurers have learned better than to “just” open unlocked chests in the dungeon, even if they happen to be in a secret chamber. So one of them fetched the rod waved by the goblin shaman, and used it to open the chest.

Oh!

It was filled to the brim with orangish coins. A small coin pouch rested on top. In it—three small, shiny gems.

Investigating the chest on the right side had triggered the padlock. It shook and formed a mouth, which spoke with large, booming voice:

“What belongs to you, But is used more by thy friends?”

“Name!”

“Correct!” the padlock answered, laughing heartily. And then it popped open!

One of the elves gingerly opened the chest. It was lined with plush velvet. In the center was another box, small and elegant. Inside it were four vials with silver liquid. On each was a label in elven script but common tongue: “an open book,” ““a stylized shining sun, “a mouse,” and “a muscled man.”

Having plundered everything they could, the party moved further south. Short corridor terminated with another t-shaped junction. Light was shinning underneath doors to the south. Listening at the doors revealed nothing though.

Forcing the doors open did reveal a bit more though. Wide t-shaped chamber, illuminated by unknown sources, with eight small pools containing various coloured liquids.

Following brief exploration (without any licking, sipping, or drinking), the party had decided they've accumulated enough treasure to head back to Hara.

Being encumbered meant they were moving half their usual speed. Which meant it'd take them twice as long to reach Hara. But that also meant they have more time to count all their copper coins. All 1 573 copper coins.

Gloomfrost 9th, Fireday

Since they've returned, the party had taken all their suspicious liquids to the alchemist for identification. She was unhappy about their slow progress regarding the Red Dragon, but sold them her service nonetheless.

Llyfed took the goblin's steel rod to the Wizards' Guild for identification. Now he too was the laughingstock for thinking that a steel rod is magical.

“IT IS A ROD! A STEEL ROD! HAHAHAH–”

But Tangay's laughter was cut short as Derennan presented the recovered portrait.

“Wh-where did you find this?! Do you know who that is?! That's famous Sysgrin! You found it in a dungeon? He used to have a tower around here... Listen, listen! If you bring me his book I'll teach your friends any spell that I know!” He confirmed that Sysgrin had a penchant for riddles and traps.

Finally, Derennan checked on the gold necklace he had commissioned from the local jeweller. It was to be a gift for the Imrael family, the wealthiest and most influential family in Hara.

Few nights ago, whilst returning from the dungeon, they were awoken to sounds of battles. Or rather, sounds of screams and agony and wolf howls. They choose to ignore them and sleep on.

Today Derennan learnt that one of Imrael's caravans hadn't arrived.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

Subscribe to get the latest post in your inbox. No spam.


Comments


rootring
Prev · Random · Directory · Next

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Dedicated to Niko whom once lamented “man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.”

Here are equipment packs for clerics. All packs have holy symbol, starting with wooden and then moving to silver. Armour progressively gets better and better. I always tried to get the best armour without spending more than 40% of total budget. All packs have one-handed, two-handed, and missile weapon.

30 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 3 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 3 sp, 9 cp Encumbrance: 63 lbs

40 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 0 sp, 9 cp Encumbrance: 62 lbs

50 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 3 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 7 gp, 7 sp, 9 cp Encumbrance: 73 lbs

60 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 7 gp, 3 sp, 9 cp Encumbrance: 73 lbs

70 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 67 lbs

80 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 0 sp, 5 cp Encumbrance: 77 lbs

90 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 3 sp, 5 cp Encumbrance: 77 lbs

100 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 6 sp, 9 cp Encumbrance: 78 lbs

110 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 9 cp Encumbrance: 87 lbs

120 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 9 cp Encumbrance: 87 lbs

130 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 5 sp, 9 cp Encumbrance: 88 lbs

140 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 9 sp, 9 cp Encumbrance: 88 lbs

150 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Bell; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 8 sp, 9 cp Encumbrance: 98 lbs

160 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 3 sp, 9 cp Encumbrance: 98 lbs

170 GP PACK

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 1 sp, 5 cp Encumbrance: 107 lbs

180 GP PACK

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 2 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 11 gp, 4 sp, 4 cp Encumbrance: 108 lbs

Cleric characters coming tomorrow!

#charactercreationchallenge

Subscribe to get the latest post in your inbox. No spam.


Comments


rootring
Prev · Random · Directory · Next

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Dedicated to Niko whom once lamented “man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.”

Yesterday I made 10 male assassins for Swords & Wizardry Complete Revised. Today I share 10 female assassins.

As a reminder, rolled stats were:

SET STR DEX CON INT WIS CHA GOLD
1 10 9 10 12 10 12 11
2 16 10 14 7 14 13 10
3 13 11 8 11 11 11 14
4 6 12 17 10 7 11 10
5 8 7 8 14 14 10 10
6 14 12 11 9 10 12 9
7 7 11 16 8 9 11 12
8 5 9 9 8 12 15 11
9 8 12 10 6 12 14 9
10 15 11 13 9 8 6 12
11 10 10 8 11 11 10 6
12 6 13 13 5 10 7 12
13 12 10 13 7 11 11 12
14 18 7 11 11 7 11 9
15 15 9 8 11 11 13 13
16 12 14 10 10 6 11 11
17 8 3 11 13 12 9 13
18 7 15 7 10 11 12 12
19 8 5 13 9 11 16 13
20 7 8 5 13 12 12 7

Without further ado, meet the ladies that will slit your throat for some gold.

11. Comana

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 175 lbs / 79 kg; silver hair; light blue eyes; scarlet skin tone; spider-shaped birthmark Traits: stubborn, encouraging, ossified, irresolute, bubbly

Hit points: 2 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 11 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 3 × Sack (15 pounds capacity); 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 5 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 64 lbs

12. Horaceria

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 135 lbs / 61 kg; white hair; black eyes; dark brown skin tone Traits: cranky, blames others, pleasing

Hit points: 3 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 5 (max additional languages: 0) WIS: 10 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 9 gp, 4 sp, 9 cp Encumbrance: 77 lbs

13. Levanatea

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'10'' / 1.78 m, 185 lbs / 84 kg; dark brown hair; copper eyes; pale orange skin tone Traits: level, matronly

Hit points: 7 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 12 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 7 (max additional languages: 0) WIS: 11 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 9 gp, 4 sp, 9 cp Encumbrance: 77 lbs

14. Loreeis

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 6'2'' / 1.88 m, 265 lbs / 120 kg; transparent hair; copper eyes; light brown skin tone Traits: irritating, trustworthy

Hit points: 3 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 18 (open doors: 1–5; carry modifier: +50 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2) WIS: 7 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 8 sp, 9 cp Encumbrance: 73 lbs

15. Meshkiti

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 245 lbs / 111 kg; light brown hair; light blue eyes; violet skin tone Traits: calculating, self-serving

Hit points: 1 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 15 (open doors: 1–2; carry modifier: +10 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 11 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 21 gp, 8 sp, 9 cp Encumbrance: 86 lbs

16. Midna

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'8'' / 1.73 m, 155 lbs / 70 kg; silver hair; scarlet eyes; amber skin tone Traits: reckless, calm, instinctive

Hit points: 5 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 6 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 4 sp, 9 cp Encumbrance: 75 lbs

17. Olufut

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 160 lbs / 73 kg; blonde hair; yellow eyes; pale gold skin tone Traits: vindictive, glum

Hit points: 6 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 3 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 12 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 21 gp, 8 sp, 9 cp Encumbrance: 86 lbs

18. Rylais

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 120 lbs / 54 kg; grey / red hair; green eyes; ochre skin tone; 1 ½'' scar Traits: ambiguous, rawboned, sensitive, unbending

Hit points: 1 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 10 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 9 gp, 4 sp, 9 cp Encumbrance: 77 lbs

19. Saromh

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 135 lbs / 61 kg; grey / maroon hair; bronze eyes; yellow white skin tone; 1'' scar Traits: prudent, adorable, brainy

Hit points: 3 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 21 gp, 8 sp, 9 cp Encumbrance: 86 lbs

20. Tryphina

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 140 lbs / 64 kg; dark blonde hair; gold eyes; black skin tone Traits: unkind, stoical

Hit points: 3 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 13 (max additional languages: 3) WIS: 12 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 9 cp Encumbrance: 74 lbs

Tomorrow: clerics! Or rather, spreadsheet for deities and clerical equipment packs...

#charactercreationchallenge

Subscribe to get the latest post in your inbox. No spam.


Comments


rootring
Prev · Random · Directory · Next

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Dedicated to Niko whom once lamented “man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.”

Finnaly, after days of working on spreadsheets and tables, I can roll first twenty characters. Following rules-as-writte, Swords & Wizardry Complete Revised character attribute scores are generated 3d6 in order.

First batch of characters will be Assassins, since they are the first class in the rulebook. I'll be using equipment packs I shared yesterday instead of buying each item individually. All packs are optimised for adventuring. Half will be male, half female; half will be Neutral and other half will be Chaotic.

Here are the generated stats:

SET STR DEX CON INT WIS CHA GOLD
1 10 9 10 12 10 12 11
2 16 10 14 7 14 13 10
3 13 11 8 11 11 11 14
4 6 12 17 10 7 11 10
5 8 7 8 14 14 10 10
6 14 12 11 9 10 12 9
7 7 11 16 8 9 11 12
8 5 9 9 8 12 15 11
9 8 12 10 6 12 14 9
10 15 11 13 9 8 6 12
11 10 10 8 11 11 10 6
12 6 13 13 5 10 7 12
13 12 10 13 7 11 11 12
14 18 7 11 11 7 11 9
15 15 9 8 11 11 13 13
16 12 14 10 10 6 11 11
17 8 3 11 13 12 9 13
18 7 15 7 10 11 12 12
19 8 5 13 9 11 16 13
20 7 8 5 13 12 12 7

Unlike in Original Dungeons & Dragons, in Swords & Wizardry Complete you can be any class regardless of attributes. If you do meet the requirements then you get XP bonus.

So, let's get down to it.

Since stength bonus for to-hit and damage does not apply to Assassins I only included them in case the value was negative.

Ten guys:

1. Abasit

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'6'' / 1.68 m, 200 lbs / 91 kg; blonde hair; violet eyes; light tan skin tone; spider-shaped birthmark Traits: callous, irritating

Hit points: 3 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 12 (max additional languages: 3) WIS: 10 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 4 sp, 9 cp Encumbrance: 75 lbs

2. Aoner

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 6'2'' / 1.88 m, 230 lbs / 104 kg; light blonde hair; black eyes; yellow white skin tone Traits: inefficient, slovenly

Hit points: 3 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 16 (open doors: 1–3; carry modifier: +15 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 7 (max additional languages: 0) WIS: 14 (experience bonus: +5%) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 72 lbs

3. Aufidonicus

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 205 lbs / 93 kg; silver hair; grey eyes; shiny ebon skin tone; transparent skin Traits: dramatic, sneaky, confident, envious

Hit points: 4 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 11 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Bell; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Torch; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 15 gp, 3 sp, 9 cp Encumbrance: 76 lbs

4. Dardiades

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'3'' / 1.6 m, 125 lbs / 57 kg; orange hair; light blue eyes; medium brown skin tone; bird-shaped birthmark Traits: discreet, optimistic

Hit points: 6 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 6 (to-hit modifier: -1; damage modifier: 0; open doors: 1; carry modifier: -5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 17 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 7 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 72 lbs

5. Gilrer

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'8'' / 1.73 m, 170 lbs / 77 kg; yellow hair; blue eyes; black skin tone; hermaphrodite Traits: enigmatic, dreary, hospitable, disciplined

Hit points: 1 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 14 (max additional languages: 4) WIS: 14 (experience bonus: +5%) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 72 lbs

6. Hanaruti

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 6'1'' / 1.85 m, 220 lbs / 100 kg; roan hair; amber eyes; light brown skin tone; 5” scar Traits: thoughtless, rude, insensitive

Hit points: 5 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 14 (open doors: 1–2; carry modifier: +10 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1) WIS: 10 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 8 sp, 9 cp Encumbrance: 73 lbs

7. Horatentius

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'4'' / 1.63 m, 160 lbs / 73 kg; orange hair; light brown eyes; dark tan skin tone Traits: uninhibited, lordly

Hit points: 3 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (max additional languages: 1) WIS: 9 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 9 gp, 4 sp, 9 cp Encumbrance: 77 lbs

8. Inihapis

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'6'' / 1.68 m, 200 lbs / 91 kg; auburn hair; grey eyes; medium brown skin tone; square-shaped birthmark Traits: crabby, liar, cranky

Hit points: 2 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 5 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 12 (experience bonus: none) CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 4 sp, 9 cp Encumbrance: 75 lbs

9. Lorcach

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'5'' / 1.65 m, 155 lbs / 70 kg; black hair; tan eyes; medium brown skin tone; comet-shaped birthmark Traits: punctilious, relents

Hit points: 2 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 6 (max additional languages: 0) WIS: 12 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 8 sp, 9 cp Encumbrance: 73 lbs

10. Ragearg

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 6'5'' / 1.96 m, 185 lbs / 84 kg; dark brown hair; bronze eyes; medium brown skin tone Traits: controlling, eloquent, devious

Hit points: 4 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 15 (open doors: 1–2; carry modifier: +10 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 8 (experience bonus: none) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 9 gp, 4 sp, 9 cp Encumbrance: 77 lbs

Tomorrow ten girls!

#charactercreationchallenge

Subscribe to get the latest post in your inbox. No spam.


Comments


rootring
Prev · Random · Directory · Next

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Dedicated to Niko whom once lamented “man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.”

Having finished categorising equipment the next natural step was to make 16 equipment packs (30–180 budget). Well, here they are for assassins. Since assassins are limited to leather armour I spent a fair amount on their budget on exploration gear as well as means to counter various threats. 170 and 180 tiers got a horse as well. Each budget got one-handed, two-handed, and missile weapon. And because they are assassins, a dagger is included for each budget as well.

30 GP PACK

Total encumbrance: 64 lbs Leftover coins: 4 gp, 2 sp, 3 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Club (1d4) 1 0 10
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Staff (2H 1d6) 1 0 10
Sling (2H, ROF 1, range 40’) 1 0.2 1
Stones, sling (20) (1d4) 1 0 5
Leather (-2[+2] AC) 1 5 25
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (15 pounds capacity) 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Torch 6 0.06 0
Oil, lamp (1 pint) 2 0.2 0
Flint & steel 1 1 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

40 GP PACK

Total encumbrance: 59 lbs Leftover coins: 4 gp, 2 sp, 3 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Sword, short (1d6) 1 8 5
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sling (2H, ROF 1, range 40’) 1 0.2 1
Stones, sling (20) (1d4) 1 0 5
Leather (-2[+2] AC) 1 5 25
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (15 pounds capacity) 2 2 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Torch 6 0.06 0
Oil, lamp (1 pint) 2 0.2 0
Flint & steel 1 1 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

50 GP PACK

Total encumbrance: 64 lbs Leftover coins: 5 gp, 1 sp, 3 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Sword, long (1d8) 1 15 10
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sling (2H, ROF 1, range 40’) 1 0.2 1
Stones, sling (20) (1d4) 1 0 5
Leather (-2[+2] AC) 1 5 25
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Shovel 1 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (15 pounds capacity) 2 2 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Torch 6 0.06 0
Oil, lamp (1 pint) 3 0.3 0
Flint & steel 1 1 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

60 GP PACK

Total encumbrance: 64 lbs Leftover coins: 4 gp, 1 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Club (1d4) 1 0 10
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Crossbow, light (2H, ROF 1, range 60’) 1 12 5
Bolts, light (20) (1d4+1) 1 2 1
Leather (-2[+2] AC) 1 5 25
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Shovel 1 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (15 pounds capacity) 3 3 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 5 0.5 0
Flint & steel 1 1 0
Fishing net (25 square feet) 1 4 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

70 GP PACK

Total encumbrance: 74 lbs Leftover coins: 3 gp, 0 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, long (1d8) 1 15 10
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sling (2H, ROF 1, range 40’) 1 0.2 1
Stones, sling (20) (1d4) 1 0 5
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

80 GP PACK

Total encumbrance: 69 lbs Leftover coins: 4 gp, 0 sp, 4 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Axe, hand (1d6; missile ROF 1, range 10’) 1 1 5
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Crossbow, light (2H, ROF 1, range 60’) 1 12 5
Bolts, light (20) (1d4+1) 1 2 1
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 6 0.3 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Shovel 1 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Fishing net (25 square feet) 1 4 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

90 GP PACK

Total encumbrance: 73 lbs Leftover coins: 4 gp, 8 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, short (1d6) 1 8 5
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Dart (1d3, ROF 3, range 15’) 3 0.6 3
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Fishing net (25 square feet) 1 4 0
Signal whistle 1 0.5 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

100 GP PACK

Total encumbrance: 72 lbs Leftover coins: 4 gp, 1 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, short (1d6) 1 8 5
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Dart (1d3, ROF 3, range 15’) 3 0.6 3
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Spike, iron 6 0.3 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Manacles 1 15 0
Signal whistle 1 0.5 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

110 GP PACK

Total encumbrance: 75 lbs Leftover coins: 3 gp, 4 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, long (1d8) 1 15 10
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Manacles 1 15 0
Fishing net (25 square feet) 1 4 0
Signal whistle 1 0.5 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

120 GP PACK

Total encumbrance: 77 lbs Leftover coins: 9 gp, 4 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 2 4 4
Sword, long (1d8) 1 15 10
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Shovel 1 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Manacles 1 15 0
Fishing net (25 square feet) 1 4 0
Signal whistle 1 0.5 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

130 GP PACK

Total encumbrance: 86 lbs Leftover coins: 21 gp, 8 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Axe, hand (1d6; missile ROF 1, range 10’) 2 2 10
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Dart (1d3, ROF 3, range 15’) 9 1.8 9
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Block and tackle 1 5 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Mirror, small steel 1 20 0
Fishing net (25 square feet) 2 8 0
Signal whistle 1 0.5 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

140 GP PACK

Total encumbrance: 76 lbs Leftover coins: 15 gp, 3 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sword, bastard (1H 1d8; 2H 1d8+1) 1 20 10
Crossbow, light (2H, ROF 1, range 60’) 1 12 5
Bolts, light (20) (1d4+1) 1 2 1
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Block and tackle 1 5 0
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 3 3 0
Spike, iron 6 0.3 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Torch 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Mirror, small steel 1 20 0
Garlic, charmed 1 10 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

150 GP PACK

Total encumbrance: 89 lbs Leftover coins: 23 gp, 3 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, long (1d8) 1 15 10
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Dart (1d3, ROF 3, range 15’) 12 2.4 12
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Block and tackle 1 5 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Torch 6 0.06 0
Lantern, bullseye 1 12 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Mirror, small steel 1 20 0
Fishing net (25 square feet) 2 8 0
Signal whistle 1 0.5 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

160 GP PACK

Total encumbrance: 90 lbs Leftover coins: 5 gp, 2 sp, 5 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Club (1d4) 1 0 10
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, long (1d8) 1 15 10
Polearm (2H, 1d8+1) 1 10 15
Bow, long (2H, ROF 2, range 70’) 1 60 5
Arrows (20) (1d6) 2 4 2
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Case (map or scroll) 1 1 0
Mirror, small steel 1 20 0
Signal whistle 1 0.5 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

170 GP PACK

Total encumbrance: 79 lbs Leftover coins: 8 gp, 5 sp, 3 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 3 6 6
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sword, long (1d8) 1 15 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Horse, Riding 1 40 0
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Block and tackle 1 5 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (15 pounds capacity) 4 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Torch 6 0.06 0
Oil, lamp (1 pint) 3 0.3 0
Flint & steel 1 1 0
Fishing net (25 square feet) 1 4 0
Signal whistle 1 0.5 0
Garlic, charmed 1 10 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0
Tent 1 10 0

180 GP PACK

Total encumbrance: 75 lbs Leftover coins: 9 gp, 2 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sword, bastard (1H 1d8; 2H 1d8+1) 1 20 10
Crossbow, light (2H, ROF 1, range 60’) 1 12 5
Bolts, light (20) (1d4+1) 1 2 1
Horse, Riding 1 40 0
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Block and tackle 1 5 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 3 3 0
Shovel 1 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 6 0.6 0
Flint & steel 1 1 0
Fishing net (25 square feet) 1 4 0
Signal whistle 1 0.5 0
Garlic, charmed 1 10 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0
Tent 1 10 0

Phew, that's it for now. Tomorrow I'll finally roll ten assassins.

#charactercreationchallenge

Subscribe to get the latest post in your inbox. No spam.


Comments


rootring
Prev · Random · Directory · Next

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Dedicated to Niko whom once lamented “man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.”

Before I start making equipment packs for each class, I ought to classify different equipment items provided in the Swords & Wizardry Complete Revised. For that I used Necropraxis's classification of OD&D equipment as the springboard. I settled for 11 categories: one-handed melee weapons, two-handed melee weapons, missile weapons, animals & vehicles, armor, exploration gear, container, light, counter, rations & travel, and misc.

Here are items in each category.

ONE-HANDED MELEE WEAPONS

ITEM COST (gp) ENC (lbs)
Axe, battle (1H 1d8; 2H 1d8+1) 5 15
Axe, hand (1d6; missile ROF 1, range 10’) 1 5
Club (1d4) 0 10
Dagger (1d4; missile ROF 1, range 10’) 2 2
Hammer, war (1d4+1) 1 10
Mace, heavy (1d6) 10 10
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 10
Sword, bastard (1H 1d8; 2H 1d8+1) 20 10
Sword, long (1d8) 15 10
Sword, short (1d6) 8 5

TWO-HANDED MELEE WEAPONS

ITEM COST (gp) ENC (lbs)
Axe, battle (1H 1d8; 2H 1d8+1) 5 15
Flail (2H, 1d8) 8 10
Lance (2d4+1) 6 15
Polearm (2H, 1d8+1) 10 15
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 10
Staff (2H 1d6) 0 10
Sword, bastard (1H 1d8; 2H 1d8+1) 20 10
Sword, two-handed (2H 1d10) 30 15

MISSILE WEAPONS

ITEM COST (gp) ENC (lbs)
Bow, short (2H, ROF 2, range 50’) 15 5
Bow, long (2H, ROF 2, range 70’) 60 5
Arrows (20) (1d6) 2 1
Crossbow, light (2H, ROF 1, range 60’) 12 5
Bolts, light (20) (1d4+1) 2 1
Crossbow, heavy (2H, ROF ½, range 80’) 20 5
Bolts, heavy (20) (1d6+1) 2 1
Sling (2H, ROF 1, range 40’) 0.2 1
Stones, sling (20) (1d4) 0 5
Axe, hand (1d6; missile ROF 1, range 10’) 1 5
Dagger (1d4; missile ROF 1, range 10’) 2 2
Dart (1d3, ROF 3, range 15’) 0.2 1
Javelin (1d6, ROF 1, range 20’) 0.5 5
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 10

ANIMALS & VEHICLES

ITEM COST (gp)
Mule 20
Horse, Riding 40
Horse, War 200
Cart, Hand 10
Wagon 50
Rowboat 20

ARMOR

ITEM COST (gp) ENC (lbs)
Shield (-1[+1] AC) 10 15
Leather (-2[+2] AC) 25 5
Ring (-3[+3] AC) 40 30
Chain (-4[+4] AC) 50 75
Plate (-6[+6] AC) 70 100

EXPLORATION GEAR

ITEM COST (gp)
Bell 1
Block and tackle 5
Chalk, 1 piece 0.05
Crowbar 0.2
Grappling hook 1
Hammer 0.5
Ladder (10 foot) 0.5
Pole (10 foot) 0.2
Rope, hemp (50 feet) 1
Rope, silk (50 feet) 10
Shovel 2
Spike, iron 0.05

CONTAINER

ITEM COST (gp)
Backpack (30-pound capacity) 5
Sack (15 pounds capacity) 1
Sack (30 pounds capacity) 2
Waterskin 1
Flask, leather 0.03
Lamp, bronze 0.1
Barrel 2
Chest 2
Case (map or scroll) 1

LIGHT

ITEM COST (gp)
Candle 0.01
Torch 0.01
Lantern, hooded 7
Lantern, bullseye 12
Oil, lamp (1 pint) 0.1
Flint & steel 1

COUNTER

ITEM COST (gp)
Mirror, small steel 20
Chain (10 feet) 30
Manacles 15
Lock (minimum price) 20
Fishing net (25 square feet) 4
Signal whistle 0.5
Holy symbol, wooden 1
Holy symbol, silver 25
Holy water (flask) 25
Garlic, charmed 10
Wolfsbane 0.1

RATIONS & TRAVEL

ITEM COST (gp)
Rations, trail (per day) 0.5
Rations, dried (per day) 1
Bottle of wine, glass 2
Pot, iron 0.5
Canvas (per square yard) 0.1
Bedroll 0.2
Tent 10

MISC

ITEM COST (gp)
Musical instrument 5
Ink (1-ounce bottle) 1
Parchment (sheet) 0.2
Spellbook, blank 25

Tomorrow I'll make equipment packs for the first class in the rulebook: assassins.

#charactercreationchallenge

Subscribe to get the latest post in your inbox. No spam.


Comments


rootring
Prev · Random · Directory · Next

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Dedicated to Niko whom once lamented “man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.”

Now that I have finished spreadsheet with attributes and respective modifiers, I must concatenate the results to get single block of text I can just copy/paste in post or on Discord. To do so I have used CONCAT in LibreOffice:

=CONCAT("**STR:** ";$'ATTRIBUTE SCORES'.B2;" (to-hit modifier: ";$'ATTRIBUTE SCORES'.H2;"; damage modifier: ";$'ATTRIBUTE SCORES'.I2;"; open doors: ";$'ATTRIBUTE SCORES'.J2;"; carry modifier: ";$'ATTRIBUTE SCORES'.K2;" lbs )";CHAR(10);"**DEX:** ";$'ATTRIBUTE SCORES'.C2;" (missile to-hit modifier: ";$'ATTRIBUTE SCORES'.L2;"; AC modifier: ";$'ATTRIBUTE SCORES'.M2;")";CHAR(10);"**CON:** ";$'ATTRIBUTE SCORES'.D2;" (hp per hit die modifier: ";$'ATTRIBUTE SCORES'.N2;"; raise dead survival: ";$'ATTRIBUTE SCORES'.O2;")";CHAR(10);"**INT:** ";$'ATTRIBUTE SCORES'.E2;" (max additional languages: ";$'ATTRIBUTE SCORES'.P2;")";CHAR(10);"**WIS:** ";$'ATTRIBUTE SCORES'.F2;" (experience bonus: ";$'ATTRIBUTE SCORES'.T2;")";CHAR(10);"**CHA:** ";$'ATTRIBUTE SCORES'.G2;" (max # of special hirelings: ";$'ATTRIBUTE SCORES'.U2;"; retainer morale adjustment: ";$'ATTRIBUTE SCORES'.V2; "; experience bonus: ";$'ATTRIBUTE SCORES'.W2;")")

And here is the longer one for spellcasters (non-arcane casters just need max languages known):

=CONCAT("**STR:** ";$'ATTRIBUTE SCORES'.B2;" (to-hit modifier: ";$'ATTRIBUTE SCORES'.H2;"; damage modifier: ";$'ATTRIBUTE SCORES'.I2;"; open doors: ";$'ATTRIBUTE SCORES'.J2;"; carry modifier: ";$'ATTRIBUTE SCORES'.K2;" lbs )";CHAR(10);"**DEX:** ";$'ATTRIBUTE SCORES'.C2;" (missile to-hit modifier: ";$'ATTRIBUTE SCORES'.L2;"; AC modifier: ";$'ATTRIBUTE SCORES'.M2;")";CHAR(10);"**CON:** ";$'ATTRIBUTE SCORES'.D2;" (hp per hit die modifier: ";$'ATTRIBUTE SCORES'.N2;"; raise dead survival: ";$'ATTRIBUTE SCORES'.O2;")";CHAR(10);"**INT:** ";$'ATTRIBUTE SCORES'.E2;" (max additional languages: ";$'ATTRIBUTE SCORES'.P2;"; max spell level: ";$'ATTRIBUTE SCORES'.Q2;"; chance to understand new spell: ";$'ATTRIBUTE SCORES'.R2;"; min/max number of basic spells understandable per level: ";$'ATTRIBUTE SCORES'.S2;")";CHAR(10);"**WIS:** ";$'ATTRIBUTE SCORES'.F2;" (experience bonus: ";$'ATTRIBUTE SCORES'.T2;")";CHAR(10);"**CHA:** ";$'ATTRIBUTE SCORES'.G2;" (max # of special hirelings: ";$'ATTRIBUTE SCORES'.U2;"; retainer morale adjustment: ";$'ATTRIBUTE SCORES'.V2; "; experience bonus: ";$'ATTRIBUTE SCORES'.W2;")")

With that I get cells that have markdown-ready stat block:

STR: 14 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs ) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 7 (max additional languages: 0) WIS: 10 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

And expanded version for magic-users:

STR: 14 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs ) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 7 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 10 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Now to take care of height and weight. I'm using a simplified procedure by spurious. It is based on AD&D charts with corrections from Stephen Innis but quicker to roll. I whittled the table down to “just” dwarf, elf, half-elf, halfling, and human (since that's what's presented in the Swords & Wizardry Complete Revised rulebook).

What took me the longest is figuring out how to get feet'inch” height notation from just inches (turned out it is just integer value of inches divided by 12 and then add remaining inches). I'm used to SI units, not imperial, so I also made sure to convert to metres and kilograms as well.

Like above, I used CONCAT function to generate nicely formatted plain text output. Here are four dwarves (STR 3, 9, 15, and 18):

4'3'' / 1.3 m, 145 lbs / 66 kg 4'4'' / 1.32 m, 150 lbs / 68 kg 4'5'' / 1.35 m, 155 lbs / 70 kg 4'7'' / 1.4 m, 165 lbs / 75 kg

Four elves, same STR scores:

4'8'' / 1.42 m, 90 lbs / 41 kg 4'10'' / 1.47 m, 100 lbs / 45 kg 4'11'' / 1.5 m, 105 lbs / 48 kg 5'0'' / 1.52 m, 110 lbs / 50 kg

Four humans, same STR scores:

4'9'' / 1.45 m, 95 lbs / 43 kg 5'3'' / 1.6 m, 155 lbs / 70 kg 5'8'' / 1.73 m, 205 lbs / 93 kg 5'11'' / 1.8 m, 235 lbs / 107 kg

Equipping new characters can be slow and painful, especially if there are long equipment lists with many cheap items. We roll 3d6, multiply the result with ten, and that's the amount of gold coins to spend.

What I'll do instead, is create “standard starting equipment pack” for each entry on 3d6 roll (i.e. 3–18, 16 entries in total) for each class—something similar to what Necropraxis did for OD&D Fighter, Magic-User, Cleric, and Thief. I hope to make one table per class per day. The benefit of course is that such table(s) will be reusable for new characters as well. But damn, I'm not looking forward to it!

#charactercreationchallenge

Subscribe to get the latest post in your inbox. No spam.


Comments


rootring
Prev · Random · Directory · Next

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Dedicated to Niko whom once lamented “man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.”

As mentioned in the first post, I plan to make 260 characters for Swords & Wizardry Complete. Since that's a lot of rolling, I'm writting scripts for Inspiration Pad Pro (IPP) and creating spreadsheets in LibreOffice Calc.

First step was to create a spreadsheet which rolls 20 attribute score sets, and lists their respective modifiers:

Next step will be to concatenate results to get output like:

STR: 14 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 13 (bonus xp: +5%) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; bonus xp: 0)

Having had enough of spredsheets, I turned to automating Arduin's Optional Character Appearance Chart with IPP.

“Regular” chart:

DIE ROLL HAIR EYES SCARS BIRTHMARKS PIGMENTATION EXOTIC THINGS
1 Light Brown Hazel None Crescent Light Tan None
2 Brown Light Brown 1” Star (5 point) Medium Tan Cyclopic Eye
3 Dark Brown Brown 1 1/2” Star (6 point) Dark Tan Six Fingered, Etc.
4 Auburn Dark Brown None Star (8 point) Milky White Double Thumbed
5 Red Grey 1/2” Triangle Caucasian Pointed Ears
6 Black Light Blue 1/4” “X” Amber Fang Mouthed
7 Blonde Blue None “Z” Pale Grey All Double Joints
8 Light Blonde Black 2” Snake Pale Blue Gills And Lungs
9 Dark Blonde Yellow 3” Bird Yellow White Webbed Toes, Etc.
10 Grey Light Green None Spider Pale Orange Two Hearts
11 Silver Green 4” Sword Pale Green Very Hairy
12 Golden Amber 5” Horns Pale Silver No Body Hair
13 Bald Aqua None Pentagram Pale Gold No Belly Button
14 Roan Violet 6” Circle Light Brown Hermaphrodite
15 Yellow Tan 7” Square Medium Brown Transparent Skin
16 Orange Gold None None Dark Brown Scaly Skin
17 White Silver 8” None Black Double Pupiled
18 2 Mixed ** Bronze 10” None Ochre Reptile Tongued
19 Grey / Mix ** Copper 1’ None Grey-Green Cat Clawed
20 * Special Special Special Special Special Tailed (d6’)

“Special” chart:

DIE ROLL HAIR EYES BIRTHMARKS PIGMENTATION
1 Purple Purple Wolf’s Head Metallic **
2 Green Orange Leaping Panther Half And Half **
3 Blue Pink Dragon Chequered **
4 Pink Scarlet Sun Disk Striped**
5 Scarlet Pupilless ** Ankh Fluorescent **
6 Saffron 2 Mixed ** Thunderbolt (d3) Chameleon Like
7 Maroon 3 Mixed ** Comet Pearlescent
8 Cyan Maroon Crown Purple
9 Magenta Cyan Heart Maroon
10 Lavender Magenta Griffon Cyan
11 Transparent Red Unicorn Scarlet
12 Tentacles White Pegasus Red
13 Quills Clear Lion Shiny Ebon
14 Feathers Metallic ** Raven Deep Blue
15 Crested Glowing ** Scythe Emerald Green
16 Horned No Eyes *** Hammer Gem Sparkled **
17 2 Mixed ** All Pupil ** Infinity Sigil Shifting Always **
18 3 Mixed ** Invisible **** Tree Lavender
19 Vipers Prismatic Flower (choice) Violet
20 Changeable ** Flaming ** Eye Prismatic

Footnotes: * re-roll on the special chart ** roll for the colour(s) *** born without eyes, sockets, and lids; 50' radar sense **** eyes are present but it looks like empty sockets

Players are allowed to roll on however many columns they want. Although I want pregens to stand out a little bit (after all, they are supposed to be adventurers), I also don't want to create 260 freaks with exotic features.

Hence I made a small table to randomise number of appearance columns that get rolled on:

DIE ROLL HAIR EYES SCARS BIRTHMARKS PIGMENTATION EXOTIC THINGS
1–7 YES YES NO NO YES NO
8–12 YES YES YES NO YES NO
13–16 YES YES NO YES YES NO
17–18 YES YES YES YES YES NO
19–20 YES YES NO NO YES YES

Here are few test outputs:

  • grey hair; dark brown eyes; yellow white skin tone; no body hair
  • 2 mixed (roan and bald) hair; gold eyes; pale grey skin tone
  • brown hair; black eyes; amber skin tone
  • yellow hair; dark brown eyes; grey-green skin tone; none-shaped birthmark
  • white hair; bronze eyes; medium tan skin tone; 1 ½'' scar

Love the second roll. I imagine it as as guy with bald top of the head and then some small roan bushes to the side. GOld eyes and pale grey complexion for that slightly sickly look. Sounds like a perfect Magic-User.

Either way, enough for today.

#charactercreationchallenge

Subscribe to get the latest post in your inbox. No spam.


Comments


rootring
Prev · Random · Directory · Next

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

Dedicated to Niko whom once lamented “man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.”

This year we'll be moving from B/X rules to OD&D rules (via Swords & Wizardry Complete Revised). As part of the move, and due to lamentations of my friend, I have decided to make 260 pregens: 20 for each human class, and then 20 for each ancestry (dwarf, elf, halfling).

It is quite possible that I won't be able to finish all 260 this month, but that won't stop me for trying. Given the numbers, I'll do this year's challenge a bit differently than character per day.

First I'll generate 20 ability score sets (3d6 in order). Then I'll generate names, appearance, and traits. Then I'll equip them (1/3 spent on armour, adventuring gear, leave at least 5 gp).

Resources I'll be using are:

LibreOffice Calc and Inspiration Pad Pro (command line version) will be my digital tools of choice. In fact, I think most of my time this week will go on automating many of the rolls above so I can focus on the characters!

#charactercreationchallenge

Subscribe to get the latest post in your inbox. No spam.


Comments


rootring
Prev · Random · Directory · Next

Adventurers

Character Class Description
Rashomon Elf level 2 A dangerous looking elf.
Llyfed Elf level 3 Thin and balding elf whom also happens to be Rashomon's friend.
Hagar the Hewer Dwarf level 1 Imagine Conan as dwarf.
Nolmbork Dwarf level 1 Portly, bald, red bearded, with an epic nose. On a mission to have a drink in every settlement in Wilderlands.
Orist Elf level 1 An elf.
Rangar the Bull Fighter level 1 Titanic, dark-skinned figure wearing bull-headed helmet and a harness with countless weapons strapped to it.
Shamar Fighter level 1 Tall and slender man with magnificent black mane and a fancy looking sword. Absolutely inept at fighting.

Coldrain 20th, Spiritday

“God damn it.” Tamren muttered.

Dear reader, this letter is intended for the named thereafter: Derennan the Dwarf, Hagar the Dwarf, Nolmbork the Dwarf, and Tamren the Helmeted. Please forward it to them at your earliest convenience.

If you are one of the named, then I have to inform you with heavy heart that a client has retained our services to ensure your untimely termination. Rest assured that that we will execute our clients' wishes regarding your passing in the finest details. We take pride in our professionalism and art.

With that being said, as mandated by the Queen, everyone must be given an opportunity to purchase their right to live. Therefore, I am delighted to invite you to bid for your life no later than ten days after delivery of this letter. Should you fail to appear, we will consider that as refusal of our offer.

With love, Zenon Coke Headmaster of the Assassins' Guild

Portraits of Nolmbork, Hagar, and Tamren have just been delivered to their house—together with the above letter. Few weeks ago Zarifa invited them all, alongside Derennan, to pose for a portrait to “award them for their bravery” in returning Barad's corpse.

Hagar's and Nolmbork's portraits accurately depicted their pensive poses with two small modifications. First, their eyes and lips were crossed out with red paint. Second, both were disemboweled, with spear stuck in their belly.

Tamren's portrait showed his stoic position accurately as well. Red frown was added to his helmet, as were three tiny eye drops next to each eye slit. There was a tight noose around his neck added as well.

“Saw this one coming.” Derennan muttered.

Shadowrath 5th, Spiritday

“We must head to the guild and get this sorted.”

Llyfed the Diplomat, Nolmbork and Ranger the Wounded and Bandaged, and Hagar the Framed spent the day negotiating terms in a stone windowless, building at the north side of Hara. Like them, so have I, the humble scribe, sworn to secrecy. What I can tell you though, is that they left the Assassins' Guild with certain ease to their gait. Soon they returned with sacks full of coin, and then they left with an even more bravado that the last time.

“What did he say? We are safe until end of Dewsnap next year?”

“So it sounded, yeah.”

Shadowrath 11th, Airday

The wounded rested until they were back into full fighting fit. New adventurer join the party as well: boisterous Shamar, accompanied by his two retainers Alf and Falf.

“We have been organising expeditions to the drug den. We are seeking evidence of a drug called the Red Dragon. So far we've been creamed a few times, but I have a feeling we are at the cusp of something great...”

And so a new expedition was formed: Rashomon, Hagar, Nolmbork, Orist, Rangar the Bull, Shamar and his two retainers.

The party reached den by end of Shadowrath 11th; they went down as night fell.

They went straight to their left, through the chamber with a mountain of rotting orc corpses, past the junction with stairs leading down, and right at the junction with a looong corridor leading north.

“Watch out!”

The passage suddenly turned cold and a number of incorporeal skeletal hands emerged from the walls. They tried to reach adventurers, but luckily missed. Well, mostly missed. Two grabbed Nolmbork and he dropped down to the ground as brick.

Illustrated by kickmaniac

Party retreated, dragging the fallen dwarf with them.

“He is still breathing!”

“What do we do now?”

“Slap him a bit!”

“It isn't helping!”

“Let's get out...”

Noticeably slower now that they were carrying a fully armoured dwarf, the party took nearly an hour to get out.

“Can you believe it? Can you hear him snore? Incredible!”

Indeed, Nolmbork seemed like he was having quite a pleasant dream.

With little left to do, the party found a safe spot some thirty minutes away from the den entrance and camped for the night.

Shadowrath 12th, Waterday

“Let's go different way this time!”

The party headed straight through the archway, then left at the junction into the large chamber with bunk beds and altar with three crossed swords, then left through the secret doors, past the junction and to doors reinforced with iron bars and thick bar running across it. There was a large padlock on the right hand side.

Ultimately the party decided to head south, through the chamber with hanging cages, and into the secret room with a burning torch in a single sconce. The large wolf they killed last time was still rotting here.

Everyone stood in the circle as one of the adventurers pulled on the torch. As before, two loud clangs could be heard and a large wolf materialised in the room. The creature was hacked to pieces before it could even react. Rashomon was the one whom had delivered the killing blow.

From that moment the party had spent nearly three hours discussing what to do next. They pulled on the torch many times—to no effect—tried getting it out of the sconce—to no effect—and exclaimed how flabbergasted they are—also to no effect.

Finally, Orist or Nolmbork spoke up and suggested the party checks the cage room. Maybe something moved there? Nothing. Maybe let's go check the locked doors then?

Lo and behold!

The bar and padlock were gone!

One of them pushed the doors open...

And a lavishly decorated room presented itself!

Sumptuous purple curtains lined all the walls. Large wooden chest with gilded elements stood on the plinth in the centre of the room. Fabulously looking suit of plate mail was propped in the north-west corner. Two crossed swords and a purple shield were hung on the north wall. A small round table with eighteen candles, few still burning, was in the south-east corner.

After making sure nothing was waiting in ambush for them (as well as precautionary shooting of curtains, just to check for yellow mould), the party threw themselves at the treasure with childlike glee.

Chest was indeed safe and untrapped. It was chock full of coins, as well as few shiny gems. Suit of armour was dwarven platemail of unknown origin, but obviously of the finest make. Two swords had unfamiliar writing on them. That was soon elucidate by a simple spell known as Read Languages. One was called “Lucky” the other “Doomed.” The shield had a barely visible dragon motif.

As the party was investigating the good, Rashomon stood guard at the south side of the room. It was him whom had noticed that candles were slowly going out, one by one.

“Folks, I think we should get out soon!”

Indeed everyone got out with the valuable as quickly as they could. Hagar and Rangar, being the strongest members, carried the chest. Rashomon quickly grabbed “Doomed,” arguing that it could be named so because it brings doom to others. As soon as he grabbed it he was hit with visions of doom and gloom and nearly lost all the will to live.

But it was not everyone who got out! Shamar stayed behind, together with Alf and Falf, to cut out as much of curtains as they could. They looked too valuable to leave behind!

“Last candle is to go out! Run!”

The trio carried seven heavy rolls of top quality cloth. Shamar was the last to charge out as doors slam shut behind him, an iron bar flew out of the wall, and padlock emerged from the bar itself, as sort of liquid iron, and locked itself with a loud clang.

“We are loaded! Straight to Hara!”

Heavily encumbered, the party had reached Hara four days later.

On their way they had counted 1 247 gold coins, 101 platinum coins, and three gems.

No amount of coins had brought any joy to Rashomon.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

Subscribe to get the latest post in your inbox. No spam.


Comments


rootring
Prev · Random · Directory · Next

Enter your email to subscribe to updates.